1.11 Release Notes

Barbarian and skills shrine bug--cosmetic only

I just noticed a bug with the Barbarian passive skill, Increased Stamina. I haven't leveled my Barbarian enough yet to test whether it applies to other passive skills.

When he uses a Skills Shrine, his maximum stamina is increased due to the Increased Stamina skill being improved temporarily by the shrine effects. But when the shrine effects wear off, the stamina indicator line end and the maximum stamina points listed on the character screen still stay where they went when the skill was increased by the shrine. Now, this is just a cosmetic problem, since the filled part of the line and the actual number listed in the stamina points remaining part of the character screen only max out the the correct amount. The problem is that this makes it appear like he never regains his full stamina, when in reality, there is an empty buffer, remaining from the skill shine effect, beyond his full stamina.

Like I said, I don't know if this affects other Barbarian passive skills or if it affects any other characters, since I just noticed it yesterday.

In any case the cosmetic bug resets itself to normal when I save and quit. When I restart, all it well again until I use a Skill Shrine.

Jude
 
I don't know whether this is just me, but I found a Skystrike, 2% ctc Meteor, yesterday and gave it to my rogue merc and in about an hour she only shoot about a half a dozen meteors. When I use it, I was getting them at least 10 times as often. BTW, when was Threshsocket moved to outside the chrystaline passage??? Remember I went straight from 1.09 to 1.11. :D
 
TheNix said:
That's not it, standing side my side we are perfectly synchronized.
Another issue I could think of is a difference in AR. She may actually be hitting less often.

Is is a fire rogue or a cold rogue?. The cold arrows have a shorter range, but the merc still shoots as if she has the full range. This results in a lot of wasted arrows that don't actually hit.
 
Cattleya said:
Is is a fire rogue or a cold rogue?. The cold arrows have a shorter range, but the merc still shoots as if she has the full range. This results in a lot of wasted arrows that don't actually hit.

She's a cold rogue, so that probably explains it. I still get, on average, 2:1 from the Skystrike, character to merc.
 
1.11 Summary List

[highlight]1.11 vs. 1.11b[/highlight]
Q. What are the differences between 1.11 and 1.11b?
  • In 1.11 the CtC Valk on the Peace runeword causes the game to crash when worn by a merc. In 1.11b, the CtC Valk does not work for a merc (so no game crashes.)
  • The problem with games crashing on Battle.net has been fixed.

Q. Is there any reason to upgrade to 1.11b from 1.11?
A. Only if you use Battle.net and were experiencing the crash bug, or if you want to use the Peace runeword on a mercenary (for a reason other than the CtC Valk.)

[highlight]1.11 Things that have been observed[/highlight]
Q. Which 1.10 bugs have been fixed?
A. Here is what we have so far:
  • FE Bug is "fixed." (It appears that damage still occurs at inappropriate times, but the amount of damage has been reduced to more tolerable levels.)
  • Ethereal Armors that are upgraded now retain their ethereal bonus.
  • The charged item synergy bug has been fixed.
Q. Which 1.10 bugs have not been fixed?
  • Gloams are as buggy as ever.
  • Poison Vipers (in Nilathak's temple) are still bugged.
  • The Anya bug remains. The resistances from the resist scrolls Mala gives you for rescuing Anya stop applying if you die (despite what the LCS says) untill you save and exit the game.
  • The leap bug remains.
  • The invisible merc bug remains, and it looks like it may be more common in 1.11. Merc is invisible, but still attacks and gets attacked. This appears to be a display bug only. Some people have had all of their minions become invisible.
  • The door bug remains. Sometimes doors that are closed really aren't and monster's and players can walk through them.
  • The Trang's set still has a bug with the casting rate.
  • The Andy quest drop bug has not been fixed. :)
  • The Inferno/ArcticBlast bug has not been fixed.
  • Act 5 fallen-type shamen are still listed as resurrecting the warped, regardless of their actual type.
  • The Fend bug has not been fixed. (Going into the Dodge/Avoid/Evade animation during attack causes all remaining attacks in the cycle to miss.)
  • The Charge bug has not been fixed.
  • The mana burn bug has not been fixed.
  • The min/max + ED in armor bug has not been fixed.
  • The Amazon bow tree AR bug has not been fixed. (The bow skills do not actually get the AR bonus listed, despite what the character screen says.)
  • Characters can still get stuck on the graves in the Mausoleum/Crypt. Teleporting (or sometime a town portal) can be used to get out of the grave.
  • There are reports of animation glitches. (Characters stay green from poison, even though they have been healed and are no longer losing hit points; animations from curses remain on the character even when healed/cursed with something else.) This was also reported in 1.10.
  • If you recast hurricane before the first one runs out, there's no sound. This bug existed in 1.10.
  • Runewords that grant auras need to be re-equiped on mercs after they die in order for the aura to work.

Q. What are the new bugs in 1.11 that have been found so far?
A.
  • The ctc Valk crashes the game if worn by a merc or used for a iron golem.
    [highlight]1.11b Note: [/highlight]This has been "fixed" in patch 1.11b. The game will no longer crash, but testing indicates that the CtC Valk does not work for a merc.
  • The ctc Valk works for players, but she poofs when you go to town.
  • Fangskin no longer drops any items in Hell.
  • Using the socketing recipes on ethereal armor causes the ethereal bonus to be applied twice. So instead of multiplying the defense by 1.5, it multiplies by 1.5 x 1.5 for the bonus. This does not occur with the SOJ rare item socketing recipe. This bug does not affect ethereal weapons.
  • Some minions from charges are dissapearing after a few seconds (Ravens from HOTO have been confirmed.) Are any other minions affected?

Q. What content does SP have in 1.11 compared to Battle.net?
A. It's certainly not as simple as it used to be.
Single Player get everything on the Battle.net ladder with the following exceptions:
  • We do not have the 23 runewords added in ladder season 2. These include Brand, Insight, Spirit, Wrath, and others. RTB has provided the RTB 1.11 RWM to add these runewords to SP. Remember forum rules about declaring mods if you want to MP/Trade and have installed the mod.
  • We do not have the Annihilus charm.
  • Uber Diablo does not spawn in SP.
  • The portals to get to the new areas/bosses (Lilith, Duriel Clone, Izual Clone, and the Tristrim Battle with the 3 bufed up brothers) in 1.11 can not be made in SP.
  • We do not have the Hellfire Torch.
The content that was added for SP is the following.
  • The 4 previously realm-only runewords: Duress, Prudence, Splendor, and Wind
  • Seven new runeword armors, each with +2 skills to a specific class. Their stats can be found here.
  • The keys (Terror, Destruction, Hate) spawn in SP, but cannot be used to open the portal. They will cause an error in the current version of ATMA if you open a character that a key on it. RTB has given instructions for fixing this in ATMA. Extract this file into the ATMA_CONFIG\1.10 directory.

Q. What other new features/changes does this patch give SP players?
A. Here they are so far:
  • Hired mercenaries are now 1-5 levels below the character level. This means that a level 92 sorceress can buy a Act 1 merc from normal difficulty that is level 87-91. The hire screen shows stats from the mercs that are dramaticallly lower than would be normal. This is a display bug in the hire screen. Once hired, their stats are what they should be for a merc of the given level and hired in the given difficulty.
  • Mercenaries gain experience much faster, and are able to catch up/keep up better than before.
  • You can no longer drink a mana potion from a hotkey while holding the shift key. Your merc says "I can't use that" and nothing happens.

Q. Have any of the drop mechanics in the game changed?
A. Nothing significant. Here is the list:
  • The Countess, Summoner, and Nilathak have had their drops modified slightly to add the chance to cast the new keys. This does not affect the Countess's special rune drop.
  • Fangskin's Hell drop has been borked. (He no longer drops anything.)
  • Reports that Baal's minion's drops had been nerfed are not correct. They drop like champion monsters (as opposed to minions or uniques) just as they did in 1.10. (In other words, their drops have always been crap, nothing new here. :D )

Q. What hasn't changed in 1.11?
A. Here are things that appear to be working just as they did in 1.10:
  • Ethereal items used for crafting lose there etherealness. This is unchanged from 1.10.
  • Diablo is unleachable in Hell. This is unchanged from 1.10.
  • Hidden skill bonuses have not changed. (Passive AR bonus from Blessed Aim, damage reduction from Fade, passive +max resistance bonus from paladin single resist auras.)

Q. Anything else?
A.
  • The current version of ATMA seems compatible with the exception of the new keys (Terror, Hate, and Destruction). Opening a character that has one of these on them will crash ATMA. RTB has given instructions for fixing this in ATMA. Extract this file into the ATMA_CONFIG\1.10 directory.
  • The new keys can not be personalized. :(


[highlight]1.11 Questions to be answered and things to be tested.[/highlight]

The following bugs have been reported, but need more verification:
  • It has been reported that 1.11 doesn't recognize mouse button 3. Anyone else have this problem? Cattleya's test: I tested all of the extra buttons on my mouse (mouse buttons 3, 4, and 5.) They are all still working in the game. I am using Mac OS X and a Kensington mouse (using the Mac OS X software to control it, not the Kensington software.) Others report no problems, although they did have to reset it. Could the person who had this problem post more info? OS, mouse type, any other conditions that might be important?
  • Iron Maiden bug. Iron Maiden affects bezerk. So far, only one person has reported having this problem. I did not have any problems when I tested with my Passion Enchantress. Iron maiden would insta-kill her when she used ES (and didn't have enough mana and reverted to regular attack) as was expected. Without ES, she was safe from iron maiden. If anyone experiences this bug, please get a screenshot of the death screen. Any other screenshots would be good as well.
  • A display bug has been reported for Barbarians with the increased stamina skill who use a skill shrine. The maximum stamina will still display at the higher amount, although it will only fill to the correct amount. This makes it appear as if the Barbarian is unable to regain full stamina. Save and Exit fixes this problem.

Other areas of interest:
 
javcek said:
I think this is not a bug. RTB posted the Vampire form breakpoints in the Necromancer forum FAQ.
Does the casting rate with the Trang's set "bug" people? That's good enough for me. ;) Don't make me get back on my "it's a feature, not a bug" kick. :D The simple matter is, that people who want to know the status of the casting rate are likely to check the bug section, since it has been called a bug. (The Arreat Summit still calls it a bug on the page for the Trang's set.) My post is intended to let people know what has changed and what hasn't, not contemplate the thought process of Blizzard programers.
 
Cattleya said:
[*]It has been reported that 1.11 doesn't recognize mouse button 3. Anyone else have this problem?

My mouse button 3 works fine. Win XP SP2, Diablo 1.11. Could it be that whomever reported that remapped the key configuration and forgot about it?

[edit]Deleted some stuff and PM it to you, Cattleya.
 
Gold making bug is fixed in 1.11 I tried that yeasterday.
In 1.10 you could make sick amout of gold becouse of this bug and now you cant ;)
 
Humphrey said:
Gold making bug?
Well yeah, selling weapons with fool preffixes(+ dmg/ar based on char lvl) from your hands to vendors, then buying it back.The secret is selling it from your hands (not from your inventory) with sell button ;)
It worked both on realms and on sp, but is fixed in 1.11.
Try it on 1.10 if you dont believe me. I thought everyone knew about this bug..... :p
 
XDoomasX said:
Well yeah, selling weapons with fool preffixes(+ dmg/ar based on char lvl) from your hands to vendors, then buying it back.The secret is selling it from your hands (not from your inventory) with sell button ;)
It worked both on realms and on sp, but is fixed in 1.11.
Try it on 1.10 if you dont believe me. I thought everyone knew about this bug..... :p

Oh I see how that would work. I didn't play 1.10 much.
 
ShadowStalker said:
Is the patch worth downloading? or just stick with 1.10?

Thanks,

ShadowStalker

Theres some nice stuff in that patch few good RW and fe fixed, thats major changes.

But some decided to stay in 1.10.

So its up to you ;)
 
ShadowStalker said:
Is the patch worth downloading? or just stick with 1.10?

Thanks,

ShadowStalker
Unless you can't live without the Synergy bug, I would go with 1.11. The FE fix and faster merc leveling are worth moving up.
 
1.11

Cattleya said:
Unless you can't live without the Synergy bug, I would go with 1.11. The FE fix and faster merc leveling are worth moving up.


So you mean in 1.11, a skill will no longer get bonuses from other skills? Eg BH won't get bonuses from Concentration,vigor,BA.

Thanks

ShadowStalker
 
ShadowStalker said:
So you mean in 1.11, a skill will no longer get bonuses from other skills? Eg BH won't get bonuses from Concentration,vigor,BA.
You still get synergy and passive bonuses for hard points placed into a skill, you just no longer get the synergy bonus from a skill that you got from charges on an item. (Often called the Marrowalk bug.)
 
1.11

I downloaded the 1.11b patch, went to install and a window, which is blank except for this dash bouncing around :scratch: Is this normal?
 
Mercs get stuck in open spaces

I didn't see this listed in the summary, so I apologize if it has been listed here before:

Mercs get stuck and can't move or fight, although they are still shown on the screen and on the map. They are not stuck behind somthing or in a room, they are just completely stuck for no reason. The only way (other than save & quit) to set them free is to have your character enter a different location either by teleporting, waypoint jumping, or just walking into town or a different location in the game (where the game tells you it's a different place in the upper corner).

I noticed this bug in 1.09 a lot, especially with the Rogue merc, but don't remember dealing with it in 1.10 (although it may have been there). It's happened to me in Mac version 1.11b with three different characters already, all using the Rogue merc in Act 1.



Anyone else notice this, especially with other merc in different acts and/or on Windows?
Jude
 
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